Welcome to The Fold (Homebrew D&D 3.5 CORE)
Five player campaign
Alignment: Any Non-evil
Starting Level: 1
Races/classes/equipment: PHB ONLY
I am an experienced D&D player and DM and am fairly new to PbP, and just signed up to ENWorld.
I'm looking for five DEDICATED players who are willing to play and help me create a CORE D&D setting. Basically I want to only use core rules and content and write the setting as you play through it. I am quite immovable in the expectation that my players will ONLY be using content from the PHB. There is no exception to this rule and if you don't feel as though you could play in a D&D game with no PrCs, added feats, spells or races...Then this is not the game for you.
Some other information you must know:
-All rolls completed by DM with minimal DM cheating.
-I will not railroad you, you will be parts of a world and things will happen within it. It is up to the group to find your own way. There will be no shortage of adventure, but I will not force you into a campaign I have pre-written.
-Food/water/spell components are assumed to be bought when possible, it will never be necessary to tell me you're buying them.
-Leveling: When you gain a level, you must rest to regain full hit points before the level is actually applied to your character.
-Adding skills/feats: When gaining levels, skills must be trained to be gained. That is, before you may spend any skill points accrued, you must justify their use. If your character didn't pick a single lock or take training in this skill before the level was gained, unfortunately the skill will not increase.
-Combat will be handled in a turn-based combat (think Final Fantasy) crossed with cinematic description. I will set up the scene and provide a basic diagram, but I do not like seeing pages and pages of combat maps and five foot steps in posts. A lot of people love D&D as a miniature combat game, but I like the combat system to facilitate more of something akin to a good action scene in a novel or the like. While a lot of people don't enjoy this style, I find it's the best way to play via posting, and if you get a chance to see an example:
DM: The orc is ten feet ahead of you, in the middle of the grassy field. He sneers and raises his sword and shield.
(Initiative: You 1d20+3=17 Orc 1d20+2=9)
What do you do?
Player: I charge the Orc, attacking with my sword!
DM: You run headlong at the ugly humanoid, jumping into your swing at the last moment
(Attack/damage roll: 1d20+6=16 1d8+2=6)
You manage to sweep your sword over the orc's shield and down across his shoulder. The beast lets out a snarl as blood begins to well up from the deep wound. It staggers and takes a swing in retaliation!
(Attack/damage roll: 1d20+3=7 1d8+3=11)
The swing goes wide as the brute struggles to maintain his footing, and you barely have to dodge as the blade breezes past your chest.
Obviously, things get more complicated than this, with spell effects, attacks of opportunity and the like, but rest assured it works quite well and I will always lay out the setting at the beginning, and keep track of major movements within combat, but I don't like to get bogged down with five foot steps and the like. Yes, I do know that these rules exist to simulate real combat, and I understand how they provide a good basis for fair combat, but I run combat more lax in the hope that it will run more smoothly. I know a lot of people think this makes no sense, but to me it works so long as my players have the same hope. This doesn't mean that combat takes a backseat in my game, it just means that it's not the tactical miniatures game that a lot of people play it as. If you always need to physically see the combat setup as it changes with each tiny movement, once again this will not be a game for you.
-The setting will be a 'generic' pre-gunpowder, pre-steam medium magic D&D game. I will be using the Greyhawk gods for simplicity's sake, and All CORE races and classes are playable. Once again, when I say core, I mean that as players, you will only be playing with the seven races and eleven classes presented to you. Now, rarity and knowledge of certain things work pretty intuitively in my mind, where half-orcs are rare in most cases, and humans are common. Also, druids are rare, even in the forest, and fighters would tend to be more common.
-Commoners who live in the lands are just that. They don't know much about the wide world, so to most people, dragons are big lizards who fly and eat pretty much everything, wizards can turn you into a frog if you cross them, and magic items are usually only in legends, or carried by very powerful people, or traded in big cities for many many times the amount of gold they would ever see.
Now that all that is out of the way, if you're still interested in playing, you will need to know about my character creation expectations.
We are starting at first level. Any non-evil alignments are allowed, and I encourage players to work with each other to possibly make a meshing history. For those of you who like to play as loners or have a strong instinct for party conflict, I respectfully ask you to look elsewhere. I'm not telling you how to play, I'm just saying that I don't like that style of play. A little bit of party argument and disagreement is good for role playing, but if the game degrades into the rogue trying to steal from his friends or the wizard casting damaging or hindering spells on the party, I don't enjoy the game, and odds are no one else will for very long either.
I encourage you as a player to make up a good back story and homeland for your character, and if I decide you've done well, I will reward you with some experience and/or something magical. If you can't do this, I will make something up for you, but be warned that this gives me the opportunity to mess with your character in more fun and sadistic ways.
Your starting ability scores will be derived from an array of 17,15,14,13,12,11 arranged as desired, and with me adding a certain amount of points to one ability score once you are finished. All characters will start with full HP, and your equipment will be handled as follows: You may start with any armour and weapons and gear that would be considered standard for your class. That is, anything under 100 gp is available and you may add it at will. This doesn't mean that your fighter can have ten weapons and thirty potions of cure light wounds, and if you don't know what I'm getting at with 'standard for your class', then ask and I will go into more detail. Aside from standard gear and weapons/armour, everyone will begin play with five gold pieces.
Any questions about the rules and expectations are welcome, and I look forward to starting a grand series of adventures!
I ask that you use the following character sheet format;
Name
Gender, Race, Class
Alignment
size, height, weight, age
hair, eyes, skin
Languages
Str: XX (+X)
Con: XX (+X)
Dex: XX (+X)
Int: XX (+X)
Wis: XX (+X)
Cha: XX (+X)
Hit Points:
Initiative: +X
Speed: X squares (XX feet)
Defenses
AC:
Fort:
Ref:
Will:
Attacks
+?? Melee, weapon name, damage, crit
+?? Ranged, weapon name, damage, crit, range
Skills
Feats
Racial Traits and Power
Other Class Features
Character Information
History
Personality
Appearance
Equipment
Armor (worn, ??wt)
Robe (worn, ??wt)
Outfit name (worn, ??wt)
Medium Weapon or item (belt left, ??wt)
Medium Weapon or item (belt right, ??wt)
Tiny Weapon or item (belt front, ??wt)
Tiny Weapon or item (belt rear, ??wt)
Other items attached to belt (location, ??wt)
Bow or Crossbow (left shoulder, ??wt)
Quiver or Javelin Tube (right shoulder, ??wt)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)
Headband, Hat, Helmet (head, ??wt)
Lenses or Goggles (eyes, ??wt)
Cloak, Cape, or Mantle (worn, ??wt)
Vest, Vestment, or Shirt (worn, ??wt)
Ring (left ??th finger, -wt)
Ring (right ??th finger, -wt)
Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
Belt (worn, ??wt)
Gloves or Gauntlets (hands, ??wt)
Bracers or Bracelets (wrists, ??wt)
Boots or Slippers (feet, ??wt)
Other minor accessories (location, ??wt)
Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)
Coins- 5gp
Other pouch contents (pouch, ??wt)
Five player campaign
Alignment: Any Non-evil
Starting Level: 1
Races/classes/equipment: PHB ONLY
I am an experienced D&D player and DM and am fairly new to PbP, and just signed up to ENWorld.
I'm looking for five DEDICATED players who are willing to play and help me create a CORE D&D setting. Basically I want to only use core rules and content and write the setting as you play through it. I am quite immovable in the expectation that my players will ONLY be using content from the PHB. There is no exception to this rule and if you don't feel as though you could play in a D&D game with no PrCs, added feats, spells or races...Then this is not the game for you.
Some other information you must know:
-All rolls completed by DM with minimal DM cheating.
-I will not railroad you, you will be parts of a world and things will happen within it. It is up to the group to find your own way. There will be no shortage of adventure, but I will not force you into a campaign I have pre-written.
-Food/water/spell components are assumed to be bought when possible, it will never be necessary to tell me you're buying them.
-Leveling: When you gain a level, you must rest to regain full hit points before the level is actually applied to your character.
-Adding skills/feats: When gaining levels, skills must be trained to be gained. That is, before you may spend any skill points accrued, you must justify their use. If your character didn't pick a single lock or take training in this skill before the level was gained, unfortunately the skill will not increase.
-Combat will be handled in a turn-based combat (think Final Fantasy) crossed with cinematic description. I will set up the scene and provide a basic diagram, but I do not like seeing pages and pages of combat maps and five foot steps in posts. A lot of people love D&D as a miniature combat game, but I like the combat system to facilitate more of something akin to a good action scene in a novel or the like. While a lot of people don't enjoy this style, I find it's the best way to play via posting, and if you get a chance to see an example:
DM: The orc is ten feet ahead of you, in the middle of the grassy field. He sneers and raises his sword and shield.
(Initiative: You 1d20+3=17 Orc 1d20+2=9)
What do you do?
Player: I charge the Orc, attacking with my sword!
DM: You run headlong at the ugly humanoid, jumping into your swing at the last moment
(Attack/damage roll: 1d20+6=16 1d8+2=6)
You manage to sweep your sword over the orc's shield and down across his shoulder. The beast lets out a snarl as blood begins to well up from the deep wound. It staggers and takes a swing in retaliation!
(Attack/damage roll: 1d20+3=7 1d8+3=11)
The swing goes wide as the brute struggles to maintain his footing, and you barely have to dodge as the blade breezes past your chest.
Obviously, things get more complicated than this, with spell effects, attacks of opportunity and the like, but rest assured it works quite well and I will always lay out the setting at the beginning, and keep track of major movements within combat, but I don't like to get bogged down with five foot steps and the like. Yes, I do know that these rules exist to simulate real combat, and I understand how they provide a good basis for fair combat, but I run combat more lax in the hope that it will run more smoothly. I know a lot of people think this makes no sense, but to me it works so long as my players have the same hope. This doesn't mean that combat takes a backseat in my game, it just means that it's not the tactical miniatures game that a lot of people play it as. If you always need to physically see the combat setup as it changes with each tiny movement, once again this will not be a game for you.
-The setting will be a 'generic' pre-gunpowder, pre-steam medium magic D&D game. I will be using the Greyhawk gods for simplicity's sake, and All CORE races and classes are playable. Once again, when I say core, I mean that as players, you will only be playing with the seven races and eleven classes presented to you. Now, rarity and knowledge of certain things work pretty intuitively in my mind, where half-orcs are rare in most cases, and humans are common. Also, druids are rare, even in the forest, and fighters would tend to be more common.
-Commoners who live in the lands are just that. They don't know much about the wide world, so to most people, dragons are big lizards who fly and eat pretty much everything, wizards can turn you into a frog if you cross them, and magic items are usually only in legends, or carried by very powerful people, or traded in big cities for many many times the amount of gold they would ever see.
Now that all that is out of the way, if you're still interested in playing, you will need to know about my character creation expectations.
We are starting at first level. Any non-evil alignments are allowed, and I encourage players to work with each other to possibly make a meshing history. For those of you who like to play as loners or have a strong instinct for party conflict, I respectfully ask you to look elsewhere. I'm not telling you how to play, I'm just saying that I don't like that style of play. A little bit of party argument and disagreement is good for role playing, but if the game degrades into the rogue trying to steal from his friends or the wizard casting damaging or hindering spells on the party, I don't enjoy the game, and odds are no one else will for very long either.
I encourage you as a player to make up a good back story and homeland for your character, and if I decide you've done well, I will reward you with some experience and/or something magical. If you can't do this, I will make something up for you, but be warned that this gives me the opportunity to mess with your character in more fun and sadistic ways.
Your starting ability scores will be derived from an array of 17,15,14,13,12,11 arranged as desired, and with me adding a certain amount of points to one ability score once you are finished. All characters will start with full HP, and your equipment will be handled as follows: You may start with any armour and weapons and gear that would be considered standard for your class. That is, anything under 100 gp is available and you may add it at will. This doesn't mean that your fighter can have ten weapons and thirty potions of cure light wounds, and if you don't know what I'm getting at with 'standard for your class', then ask and I will go into more detail. Aside from standard gear and weapons/armour, everyone will begin play with five gold pieces.
Any questions about the rules and expectations are welcome, and I look forward to starting a grand series of adventures!
I ask that you use the following character sheet format;
Name
Gender, Race, Class
Alignment
size, height, weight, age
hair, eyes, skin
Languages
Str: XX (+X)
Con: XX (+X)
Dex: XX (+X)
Int: XX (+X)
Wis: XX (+X)
Cha: XX (+X)
Hit Points:
Initiative: +X
Speed: X squares (XX feet)
Defenses
AC:
Fort:
Ref:
Will:
Attacks
+?? Melee, weapon name, damage, crit
+?? Ranged, weapon name, damage, crit, range
Skills
Feats
Racial Traits and Power
Other Class Features
Character Information
History
Personality
Appearance
Equipment
Armor (worn, ??wt)
Robe (worn, ??wt)
Outfit name (worn, ??wt)
Medium Weapon or item (belt left, ??wt)
Medium Weapon or item (belt right, ??wt)
Tiny Weapon or item (belt front, ??wt)
Tiny Weapon or item (belt rear, ??wt)
Other items attached to belt (location, ??wt)
Bow or Crossbow (left shoulder, ??wt)
Quiver or Javelin Tube (right shoulder, ??wt)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)
Headband, Hat, Helmet (head, ??wt)
Lenses or Goggles (eyes, ??wt)
Cloak, Cape, or Mantle (worn, ??wt)
Vest, Vestment, or Shirt (worn, ??wt)
Ring (left ??th finger, -wt)
Ring (right ??th finger, -wt)
Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
Belt (worn, ??wt)
Gloves or Gauntlets (hands, ??wt)
Bracers or Bracelets (wrists, ??wt)
Boots or Slippers (feet, ??wt)
Other minor accessories (location, ??wt)
Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)
Coins- 5gp
Other pouch contents (pouch, ??wt)